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Werewolf tooltips (PvP) significantly nerfed from live (proof)

Wuuffyy
Wuuffyy
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This is a parody of my post in the 'official werewolf feedback' thread. Since I want to maximize visibility as time is ticking, I am posting here as well as not many who inquire will linger within that thread. Scroll down to ‘Proof’ and my second comment to skip ‘introductions’, as needed. Simply keep in mind that PTS werewolf has ‘major berserk’ (and still has significantly weaker tooltips than live) and that I’m using the same ‘morphs’ on PTS as on live

Hey people, I am going to format differently and keep this a brief 'see for yourself'. This took hours to compile everything correctly so I hope, maybe unlike previous posts, everyone can at least consider taking an honest look at this.
redacted wrote: »
I would be interested in this.
(from at least 1 community member in the 'official werewolf feedback' thread).

Synopsis/more info:

As a result of this request/interest, especially, for this proposal-

I went on PTS and live so I could conduct a 'base values' test (so not carbo-loaded with mastery/proc cheese) comparison of the two (as a long term werewolf player only live, I had noticed almost immediately after reading the original PTS that there were several possible downgrades however only recently had the time to do this demonstration *last week).

I used the 'PvP damage morphs with healing howl' (the most logical choice, especially when going for maximum damage with sustainability) for each werewolf skill between live and PTS.

~To note here, you can sub out the health-based healing howl for a morph that increases damage taken by damage increased proportionality. This may have been a little more exploitable prior to rip and tear nerf as the heal itself tends to be significantly weaker than the health-based, healing howl on a PvP build... however post-nerf for incoming HPS, I no longer consider this a 'sustainable heal' there outside of the most optimal of scenarios.~

Keep in mind that the PTS werewolf has an increase of 10% at all times thanks to major berserk... and still fails to reach (/gap) tooltip values of live in PvP (where werewolf is considered very weak in terms of viability). This is going to be primarily due to the removal of the 25% default increase for werewolf before any other tooltip increases on live, the Savage Strength passive value that we lost on PTS, and direct nerfs such as that of the werewolf berserker ultimate morph bleed dot (for PvP).

Proof of Build (live and PTS)
I used the exact same gear on both characters. This outlines as follows>

-Oakensoul w/ wep and spell enchant on both wolves to keep standard buff consistency

~(Oakensoul is the meta on live; I could only sub this out for things like Huntman's/Zaan's/unreliable damage proc like Vele/Selene's which I consider to be 'duel cheese' and very inconsistent in actual combat; to note- defensive options for 1/2 pc combinations ARE significantly better so that's a consideration but not impactful for damage)~

-Orzorga's Smoked Bear Haunch Food (to give health scaling some oomph for easier view of tooltip disparity)

-Warrior damage mundus (to provide more organic weapon and spell damage for easier/more identifiable disparity between tool tips)

In terms of skills and passives. This outlines as follows>

-NO other skills or passives of any kind EXCEPT werewolf skills and passives.

-Absolutely no CP allotted.

-All attribute points for both toons were loaded as 64 points of stam (to clearly demonstrate difference b/w PTS no-stam-increase and live's werewolf stam increase)

Location for both toons>

Live wolf is in the 'infinite werewolf timer' house since it does not currently receive PvP-based damage reductions

PTS wolf is in the Imperial City Sewer Base so 'Battle Spirit' is active

Proof of build consistency>

Stat page

Live-

g94l75prs3nr.png

PTS-

c2t0j39barbf.png

No CP allotted

Live-

xbm8fslo7vtf.png

PTS-

r8gz91hdzvgg.png

Skills page overview (my skill points allotted)

Live-

o61dahinv3qz.png

PTS-

q1bg8e93fcq3.png

Now the tooltips comparison (live and PTS) and brief analysis for each, actives:

Werewolf Berserker (ultimate skill)
Live-

wwuimrionf1g.png

PTS-

naflp4n2potp.png

Nerf. Significant DPS reduction along with horrendous uptime outside of the most optimal of scenarios (from higher tooltip damage and 4 seconds to lower tooltip damage and 1 second with 1 second delay).

Pounce
Live-

tkcg0b8dz0q3.png

PTS-

nluifgxip6qa.png

Nerf in favor of QoL. We received the ability to use either/or instead of having to use the ability twice to receive the execute dot effect. This should have been the case prior regardless. As a result, we have lost the ability to source 600 weapon and spell damage unique to werewolf from this skill.

Healing Howl (health-based)
Live-

i8lryu0rz6vs.png

PTS-

ivazuh149h6m.png

This is a noticeable decrease from live, even despite major vitality buff provided by new healing howl. Relatively insignificant but we lost Minor Endurance and Minor Fortitude. This was more than acceptable prior with rip and tear having provided the majority of HPS regardless of scenario. Now, outside of fighting low-pressure builds and simply spamming rip and tear- this couples to result in a noticeable, substantial decrease in survivability when not on target (worse than live).

Roar
Live-

dnxm9w6lhu0e.png

PTS-

qhfnex300uty.png

This was a buff in some ways, and a nerf in others. Prior we received a pen increase, minor maim debuff, and major protection all-in-one for the "PvP morph". Now, you must choose b/w defense (major evasion and minor maim) and inability to use the synergy yourself... or a way to recoup some of the potential previously-mentioned pounce damage with named, Major Courage and a unique 6% increase buff. It however did receive a cast time which feels like a negative regardless. To note, you must essentially use 2 GCDs once every 20 seconds at a minimum (skill+synergy) to receive the maximum benefit of the 'damage morph'.

Howl of Agony/Bite (Rip and Tear)
Live-

btfcm1gnakcz.png

PTS-

3ngl08kruz0q.png

This one will be a bit longer, a point of contention.

Healing per second wise, while attacking this is a buff simply because this did not exist in any capacity prior. It receives some execute scaling on second hit at a very low value, so 25%... but this mean that it is dodgeable/very unforgiving/and fairly telegraphed in PvP. The actual damage the spammable does, especially without the Blood Hunger buff to add a damage increase any longer, is significantly lower than live (nerf). In fact, in these screenshots the live version is tool tipping for about ~20% more all time with the ability to be increased by yet another 20% when terrified and off balance are up.

The guaranteed status effect certainly provides damage value however is both very susceptible to PvP nerf requests for status effects and is simply guaranteeing something I had a roughly ~16% (10% without CP) chance on prior. So it's negating potential burst by guaranteeing the status effect in the power budget. This was always our 'pseudo-burst move' for live as we do not have an actual burst move of any kind for whatever reason (even on PTS, even now).

It's worth nothing that it also received a range nerf (10m-> 7m) in favor of no longer being considered a projectile ~I assume~ (so depending on who you are fighting and the situation you're in, this part can be a buff/nerf).

Claws
Live-

emqan1ofpdt9.png

PTS-

d3lclyc25zac.png

Another slightly-lengthy one.

This is a nerf in every capacity against players on live in terms of damage. I mentioned 'status effects' having value and it had more value here as dots have a relatively low chance of procing their status effect, especially an AoE status effect at this one. Essentially what they did was take the dot, slightly reduce its dps, and then condensed it into 10 seconds while removing the guaranteed status effect. The guaranteed status effect was doing roughly the damage of a standard 'melee' spammable within 10 seconds (so you received 5 diseased procs in 5 ticks ~so 2/10 of a ‘melee spammable per tick~, in other words).

This means that while the DPS remained roughly the same, when they reduced the time to 6 seconds from 10 seconds with the recent PTS nerfs, this became significantly less damage per cast than the live version. While becoming more awkward to manage with there being a difference between ads and players for duration. We gained some potential HPS 'while attacking' on this one but lost major and minor defile (so less sustain pressure which I feel is considered thematic for werewolf).

Now the tooltip comparisons (live and PTS) and brief analysis for each, passives:

Devour/Insatiable
Live-

jbwzf93tqbcv.png

PTS-

zgahrhldw12v.png

This is a buff, no doubt about it. However, you are very unlikely to use this in the heat of combat but definitely considerable for a 'top off'.

Pursuit/Chase
Live-

ikpb9q7td6az.png

PTS-

1gcypd49tssf.png

No changes here either way. Some who have tested on PTS are saying the speed increase potentially isn't calculating correctly.

Blood Rage
Live-

ttuo3tdtarvv.png

PTS-

cl4h25n5cbc9.png

This is a buff and a nerf. It essentially is the primary way you are going to sustain form as a berserker (werewolf ultimate, damage morph; if you try and 'hold' this as a solo berserker... you'll struggle in all but a constant 1v1 situation). It became 'an ult' for us that doesn't necessarily provide a damage/heal proc. As a result, we now use a significant amount of ult every 10 seconds (aside from Packleader or with other wolves) and our 'sustain' bar became our 'fury' bar. It is almost primarily gained by using werewolf skills, moreso for the 'damage morphs'. It takes a considerable amount (I think fair though) of constant combat to build to full. It is heavily telegraphed now with markings while the werewolf user has it ready/is in 'rampage'.

Savage Strength/Feral
Live-

851grmz1fg5m.png

PTS-

0rof9viu4awr.png

Another somewhat-lengthy analysis.

This is a straight and hefty nerf from live that you can immediately see in the 'setting' screenshots above. It's 18% in PvP on live and was nerfed to 10% on PTS... they had intended for this to release at 36% for both PvE and PvP originally. The more 'base' weapon and spell damage you have, the greater the disparity in actual damage lost regarding the nerfed weapon/spell values.

On a side note, this+ the PvE claws morph, and the 'on monsters' Berserker dot are why PvE parses can be so substantial on PTS now (PvE werewolf basically went from a bugged passive that didn't work last week to having almost a ~40%, unique wep/spell increase in that setting; think of injecting a 'steroid' of stats that increased parse values artificially).

Bloodmoon
Live-

kbj02mx9p7tq.png

PTS-

5nc4ugrxzoeo.png

No changes here, roleplaying passive. If any passive power needed to be added, unrelated to the skills themselves (such as pen), this passive would be a prime candidate.

Call of the Pack/Hunt
Live-

ra77sd2xj3my.png

PTS-

fva58qoh2zz9.png

So this is technically a buff, but because of the increased costs to form sustain (especially for solo berserker werewolf), and loss of blood rage- this is really more like a 'neutral'.

~End of Tooltip Comparison (live and PTS)~

To note, we had reduced costs added to werewolf. This helps a lot in PvE (less doing anything but damage roto). This was neither requested from PvPers nor does it make it up for tooltips losses or complete invalidation of heavy attacking for resources. The healing howl (either morph) stam-sustain change and a removal of the '25% cost increase' to our skills prior would have been sufficient enough without these stark cost reductions. I'd rather this sustain change stay in myself as I understand we're entering a 'new era' and it does increase build variety, but as far as PvP goes- this should not be considered as a viable reason to keep tooltips lower than live where, again, werewolf is considered 'nonviable'/very off meta.

It appears with the stat infusion (whopping 40% unique increase to weapon and spell in PvE), a unique bleed for PvE-only from the berserker morph, the ability to more freely use the damage-healing-howl, and aforementioned cost reduction- PvE werewolf is in a good state from live. PvP on the other hand is much more of a mixed bag that seems almost exclusively tuned to cheese class masteries and procs w/ some increased HPS-while-attacking and falling flat just about everywhere else...

Werewolf players have waited at least half a decade for a rework. Please consider this feedback and easily everything page ~15 and beyond from 'the official werewolf feedback thread' before leaving werewolf behind for another 5 or 10 years again in PvP (for those that don't know, forum PTS week '.3' is typically where you get the bulk of any given PTS' balance changes. If you don't receive them during that week, you are unlikely to receive any other significant balance changes before live and I'm sure we know how that has went for werewolf it the past). Not every suggestion there is requesting a 'power increase' but rather side-grades or power adjustments like removing toxic interaction b/w certain masteries in exchange for furthering in-kit viability, etc.

*link (to majority of new 'official werewolf' feedback for this week of PTS so far): https://forums.elderscrollsonline.com/en/discussion/691083/u50-feedback-thread-for-combat-refresh-werewolf/p16

*I may have to edit this for spelling/grammar inconsistencies (I'm nowhere near perfect, haha). *decided to ~spoiler~ the skills comparisons to try and enhance readability. *decided to also spoiler 'proof of build' *added linked to werewolf feedback thread starting p16 (majority new feedback) *added reasoning/explanation for higher PvE parses outside of active/passive analysis *hate myself for this but made the title a little shorter (and it ends more ‘clickbait-y’ unfortunately)
Edited by Wuuffyy on May 5, 2026 2:21AM
Wuuffyy,
WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
ESO player since 2014 (Xbox and PC for PTS)
-new players, feel free to DM for guidance!
  • Wuuffyy
    Wuuffyy
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    Here are my suggestions to make this information more actionable for the combat team:
    Wuuffyy wrote: »
    I went on PTS and live...

    My own personal suggestions on how and where to make improvements I personally see fit after my demonstration above and my own testing against 'meta efficiency PvP builds' on PTS. All of these will be PvP-suggested changes should have relatively little to no impact on PvE in terms of parse DPS. Many of these will provide reasoning as to the 'why' whenever possible.

    Suggestions for general werewolf-

    Under level 50 PvP:

    Simply disable the ultimate use. The cost decrease and minor/major buffs provided alone are enough to allow a 'smurf' to wreak havok in this content. I don't want werewolf to be further, negatively adjusted on live for this whimsical interaction.

    Class mastery (sorc/warden damage):

    Sorc and Warden have been underperforming for quite some time in PvE. It makes sense for the 'class mastery' passives to be strong. With that being said, these class masteries are far too volatile in their current state for werewolf. Disable these particular 'class mastery' passives for werewolf (for now until at least their reworks).

    If able/needed, feel free to provide werewolf its own version of 'class mastery' instead. This would be 5 passives, choice of 2 focus on VERY SMALL damage increases (so like 4-8% somehow or another on 2 damage passives), then it could be 'hircine's fortitude shares 50% of healing value to other werewolves in melee range', 'when activating rampage, purge all negative effects', etc. etc. or simply all, small generic buff choices for now.

    Health stacking in PvP for increased healing:

    This could be rather easier alleviated in terms of direct benefit (so devoting sets/traits to health would become far less beneficial) by at-least changing all ‘health based heals’ to scale from weapon/ spell, max stam/mag while ‘under the effects of Battle Spirit’.

    The values could reflect similar abilities or concepts on live or be ‘1/4 of breath or life’ in terms of bite healing, for example. Hircine’s rage (healing howl) could be bumped up to ‘value of breath of life’ and Hircine’s Fortitude could be 20% over that as the healing-focused morph.

    Signet and Status Effects

    At least for the time being, I personally recommend disabling the Signet mythic for werewolf (strongly recommend anyone wondering why look that mythic up via web search and compare it to werewolf kit on PTS).

    With guaranteed/higher chances for status effects infused in the werewolf kit, this typically injects soaring power in a way that results in little to no drawbacks. Balancing around werewolf in a world where it has access to this mythic will not lead to proper balance for werewolf (will likely result in more forced nerfs) and will most likely result in the same outcome later on (either Signet nerf or Signet functionality removal for werewolf).

    I would also recommend monitoring performance with the Serpent’s disdain set for werewolf as well, at least throughout PTS. As many mentioned prior, this set acts as a pseudo-proc set (at least in PvP) in relation to status effects themselves.

    Weapon passives:

    All I ask for here is the ability to take benefit from the dual-wield crit/pen/wep/or crit damage passive so I can properly build in for the small amount of crit (PvE) and the small amount of Pen (PvP) so I'm not necessarily required to build for more-crit-than-normal in sets (PvE) and more pen-than-normal in sets (PvP).

    Please keep the 'major expedition' interaction from bow also. It's currently working that way already on PTS.

    Suggestions for active skills/ultimate-

    Werewolf Berserker DoT Uptime:
    I recommend at least restoring to a 2 second, non refreshable dot or rather upping back to 4 seconds since the major offender (listed below) was removed. If we cannot do this, please rework this morph and move the dot power anywhere else damage-wise for PvP (although... that would be tremendously disappointing for a 'bleeding' werewolf)

    The bleed time was already nerfed from live even prior to last week's change (the damage value had actually already been reduced along with uptime of ~1 second). This is what was being exploited in duels (it was allows for the toxic 'double tick' that Relequen used to provide.

    This was the exact note from the original PTS patch that allowed for this interaction-

    "This morph now grants Major Berserk while transformed. Updated the Bleed from this morph to apply on Light and Heavy Attacks, rather than only Light Attacks. The Bleed now appears to stack up to 5 times in total and upon reaching 5 stacks, the 1 second delay will be removed, allowing you to deal much more consistent damage while sticking to a target."...

    The 'removed the delay' part when sticking on target was your only offender outside of live version values.

    Healing Howl (either morph):
    I'd potentially recommend removing some of the remaining 'claws' morph healing per second and translating this into the addition of a small hot on either morph of the healing howl (scaling off damage for 'damage healing howl' and scaling off health for the 'health healing howl').

    The 'Hircine's Rage' (damage healing howl) has a rather weak heal compared to anything we see on live and that is even the case for the ‘health-based healing howl' on PTS. I believe it could use some love. You take up to 12% increased damage for a 12% damage increase (so proportional). This would be a prime candidate for MINOR RESOLVE as the increased damage is already combatting the power efficiency and many DPS in both PvE and PvP have ready access to 'resolving vigor' for this buff. If you're wondering about 'why don't we just reduce the damage taken at that point'... it can still help at full value with a beginning-of-fight opening 'gank'.

    Roar (QoL suggestion only):
    In both mediums of content, maximum efficiency of the 'damage roar' involves the user using 1 GCD (using the skill) doing no damage and 1 GCD (using the synergy) doing no damage every 20 seconds. This coupled with the addition of the .3 second cast time makes this skill feel bad and rather clunky to use. If at all possible, I think this could be alleviated in a health way by having the user 'auto-cast' the self-synergy on the initial use if they are able to use this synergy again.

    Rip and Tear (specifically):
    This is your 'PvP morph'. You can get around not building major and minor breach for the pen in PvE... but you absolutely cannot go without this pen increase in PvP especially with purges/target movement (into group), etc. as you do not have a reliable way to source pen except for sets (which everyone else can already do too).

    With that being said, if it's your ‘PvP morph’ and this is my 'pseudo replacement for burst' but is a reduction from potential-on-live, this could be better in the burst damage department.

    I have 2 (either/or) pathways for recommendation here-

    Now that the toxic HPS has been nearly cut in half, I recommend restoring the 'Blood Hunger' damage increase and leaving this alone entirely beyond that.

    OR

    You can give the 'sundered' guaranteed status effect to 'Bloody Gnash' (morph; you'd remove the guaranteed bleed at this point of course), give this morph minor breach as a debuff instead, and give it the Stone Fist treatment as on live DK (once every 3 casts or so, you 'empower' your next one (I believe by ~50 or 60%), meaning the actual DPS of this skill should be roughly the same on parses as right now.

    Claws (the 'DoT'/non-PvE morph):
    The duration decrease here was absolutely unnecessary and simply serves to negatively impact quality-of-life. I would absolutely restore this more back to its original duration of 10 seconds on PTS while potentially removing some of the HPS here in favor of returning that as a small HoT on the 'healing howl'.

    I would prefer this morph have major defile and minor defile re-added (but not the status proc), but I could see this being out of the power budget, especially if we don't give (remove) some of the HPS here and return it to healing howl.

    Suggestions for passive skills-

    Devour/Insatiable:
    I would make this provide 30 or 45 seconds of 'sustain time' versus the ~12 or so it does now. This makes corpse consumption more impactful and lenient during downtime in both PvE and PvP without breaking the system of 'working to keep your form maintained (as a solo berserker).

    Savage Strength:
    I'd simply request to bump this up to 16% in PvP instead of the 10% we have now so that it's closer to live (so 6% more wep/spell). This would provide a cleaner more rationale 'reduction' while allowing the change of this passive to be less of a straight nerf from live.

    In summation, nothing I provided is outright injecting power into werewolf 'for free' over live/other classes/etc. and everything suggested is simply a tooltip change/add 'minor buff' here/ disable ultimate in under 50 PvP/ disable this 'mastery passive' (of course I provided a potential alternative to this one).

    I think these few simple changes would round out werewolf, help curb toxic interactions, and allow environment on post-release live be a healthier place (especially in under-50 PvP content).

    ~END~

    *edits (like OP) should be primarily spelling/ grammar *added Signet in relation to overtuned interactions for PvE and PvP and recommendations on how to manage
    Edited by Wuuffyy on May 5, 2026 2:24AM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Wuuffyy
    Wuuffyy
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    *made some changes to ‘suggestions’ as a positive way to also curb in ‘health-based healing’ in PvP while also providing side-graded benefits (damage scaling) to damage-based werewolves.
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • coop500
    coop500
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    Don't worry they're just going to nerf it for PvE, we'll continue being suck-monsters especially once more classes get their shiny reworks, and those big bad wolves will never be strong or meta in anything ever again.

    pzrgaxmwo3hw.png

    (This is sarcasm, I am beyond mad, but at this point I know it doesn't matter.)
    Hoping for more playable races.

    I just want werewolf to be viable in endgame PvE T.T (which not allowed according to PTS update 50)
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    coop500 wrote: »
    Don't worry they're just going to nerf it for PvE, we'll continue being suck-monsters especially once more classes get their shiny reworks, and those big bad wolves will never be strong or meta in anything ever again.

    pzrgaxmwo3hw.png

    (This is sarcasm, I am beyond mad, but at this point I know it doesn't matter.)

    Yep, like I just edited above- there are simply several ‘unintended’ interactions infused with this patch that have served to muddy understanding of the werewolf’s actual kit and what it’s interacting with in a rather unhealthy way.

    I only recently learned that, at least, the majority of the 180-200k PvE parses were with Signet also so this mythic seems to simply need to be a ‘no go’ in relation to werewolf (and/values reduced for this mythic across the board) while they hopefully do that and also monitor PvE parses to consider restoring that power elsewhere in-kit.
    Edited by Wuuffyy on May 3, 2026 7:34AM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    I just learned from a kind forum-goer that the weapon and spell damage for werewolf has been bugged while dueling in 'overland' since the change last PTS week. The passive is bugged and has been giving the FULL PvE VALUE (33% weapon and spell damage) while not in an actual PVP area, if so.

    This is yet another item/issue GREATLY inflating ‘PvP parses’ artificially, if so.. Proof:

    Control (normal 'overland' weapon/spell damage). Location: Glenumbra bridge outside of town:

    hbu8uhjsi4dp.png

    Control (normal nerfed 'Battle Spirit' weapon/spell damage). Location: Imperial City Sewers, in base:

    bgfcwqbwojfs.png

    Proof of 'bugged' wep/spell in dueling while in overland content. Yet another bug/exploit that could be 'inflating parses'. Location: Glenumbra bridge outside of town (player visible in background):

    c4bxnpgil0xq.png

    @ZOS_JessicaFolsom @ZOS_Kevin - is the balancing team aware of this *visual bug?
    Edited by Wuuffyy on May 3, 2026 6:30PM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Dracane
    Dracane
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    I am saying it here again to ensure you see it and can set out to verify it: does this damage truly apply to skills or is it only a display bug? Not to be paranoid, but it does notoriously happen like with Oakfather's and others.

    We must be certain this actually applies to damage in duels, but does not in pvp zones themselves.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Duel person' (biggest advocator for 'nerf werewolf') who has testified that time and time again they are dueling with 'the best of them' on PTS, has even verified that this is the case. It is very safe to say, given that they are providing the majority of the 'duel parses', that this is the case.

    This also, yet-again can help explain some of the egregious ticks for status effects and overall procs (or at least can skew represented wep/spell in any overview):
    redacted wrote: »
    Also I'm not sure if you're aware but the Feral Cruelty passive is bugged and is still giving the full 33% increased WD in duels. It only seems to be giving the 10% in actual Battle Spirit areas, so that is going to throw the numbers off.

    Response (have to keep the tag in for this one as I am citing the source):
    hoangdz wrote: »
    I am also aware of the bug.

    These are 2 individuals who are 'dueling Pelican' via PTS (redacted and 'duel person') who are validating that this bug for dueling.
    Edited by Wuuffyy on May 3, 2026 9:44PM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • VinnyGambini
    VinnyGambini
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    I believe, that even with bug fixed, WW will still be very powerful in PvP. Proof:

    5hvpyn4xv4qh.png

    This guy did 10k dps to 30k resist. Also he's 50k hp and 33+ resist.

    When the bug is fixed he will still deal like 8k dps, which is CRAZY, while still being super tanky.
  • xylena
    xylena
    ✭✭✭✭✭
    Wuuffy's incoherent spam posting gonna get WW nerfed down to F tier at this rate.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    I believe, that even with bug fixed, WW will still be very powerful in PvP. Proof:

    5hvpyn4xv4qh.png

    This guy did 10k dps to 30k resist. Also he's 50k hp and 33+ resist.

    When the bug is fixed he will still deal like 8k dps, which is CRAZY, while still being super tanky.

    Oh look at that, it’s one of those screenshots again! Aerie’s, status effect damage (Signet mythic) gapping all of the actual kit, an ‘overperforming’ proc set, and no real proof of your gear or your opponent’s gear other that what pops up under CMX.

    None of this is inherently werewolf, but simply something that is skewed towards it (which I have provided suggestions to curb above, below, and on the ‘werewolf feedback thread’ for).

    Heard this could also be Warden masteries given Aerie’s proc set and someone that duels “cant blame sorc masteries” mentioned that.
    xylena wrote: »
    Wuuffy's incoherent spam posting gonna get WW nerfed down to F tier at this rate.

    Nothing about this post is incoherent.

    If anything these vague screenshots knowledgeably omitting/ withholding information on combat bugs/interactions that are heavily affecting ‘parses’ are to blame “if WW is nerfed down to F tier”.

    It becomes worse when ‘party’ only admits to these bugs and interactions when they’re called out for them (such as wep/spell damage bug applying at full in overland duels), and this is likely what would “get werewolf nerfed down to F tier”. Beyond that, based on your ‘dedication’- I would very likely doubt that you’ll discontinue these repetitive nerf requests when werewolf makes it to live, especially if these toxic interactions remain in the game.

    Anyways, “incoherent”:
    Wuuffyy wrote: »

    At least for the time being, I personally recommend disabling the Signet mythic for werewolf (strongly recommend anyone wondering why look that mythic up via web search and compare it to werewolf kit on live).

    With guaranteed/higher chances for status effects infused in the werewolf kit, this typically inject soaring power in a way that results in little to no drawbacks. Balancing around werewolf in a world where it has access to this mythic will not lead to proper balance for werewolf (will likely result in more forced nerfs) and will most likely result in the same outcome later on (either Signet nerf or Signet functionality removal for werewolf).

    I would also recommend monitoring performance with the Serpent’s disdain set for werewolf as well, at least throughout PTS. As many mentioned prior, this set acts as a pseudo-proc set (at least in PvP) in relation to status effects themselves,

    and

    If able/needed, feel free to provide werewolf its own version of 'class mastery' instead. This would be 5 passives, choice of 2 focus on VERY SMALL damage increases (so like 4-8% somehow or another on 2 damage passives), then it could be 'hircine's fortitude shares 50% of healing value to other werewolves in melee range', 'when activating rampage, purge all negative effects', etc.

    Please don’t derail this thread anymore like was done in the ‘werewolf feedback thread’, especially if you have nothing ‘new’ to add. We’ve all seen the screenshots and the exact same names posting them over and over with no other information. I believe we’re good on those ones- thank you!
    Edited by Wuuffyy on May 5, 2026 12:50AM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    I think the newest PTS on the gnash changes have missed the mark.

    You’ve nerfed a skill to make another skill more appealing while returning potency for something many players consider a ‘toxic’ concept in PvP (not me necessarily, but I do agree).

    Please consider moving some of that added rip and tear health scaling back into Hircine’s ‘healing howl’ which has a fair associated cost.
    Edited by Wuuffyy on May 4, 2026 4:58PM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • ItsNotLiving
    ItsNotLiving
    ✭✭✭✭✭
    “Proof” Clearly those images are AI Generated!
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    “Proof” Clearly those images are AI Generated!

    We must be kidding. If AI tried to replicate even a piece of what any of those screenshots provide it’d look like absolute garbage :D

    Also AI wouldn’t make half the grammatical or spelling errors I do so you flatter me friend!
    Edited by Wuuffyy on May 4, 2026 11:22PM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
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